Chicken Defence
• Has been integrated into BA. Just add an chicken AI bot and make sure you have startboxes set. ("!autobalance off" to manually get everyone on the same team)

Balance changes:
• All Energy and metal prices have been rounded (to fit their display in buildmenu)
• Introduced a minimum (slightly larger) buildrange
• Global edgeeffectiveness buff of 0.15.
• TargetBorder for all weapons: They don't aim for unit centers, but rather any part of the unit that can be aimed at.
• Wrecks reclaim speed is more dependant on reclaimer's reclaimSpeed and reclaimSpeeds have been overall reduced (-10%).

Movement
• Raw unit movement implemented.
• Pathing improvement: units won't get stuck in cliffs any longer.
• Pathing improvement: units won't go back and forth while walking along a cliff.
• Vehicles with tracks can turn-in-place. The angle limit depends on the unit's turnrate (equal to the turn that can be performed in one second). Wheeled vehicles cannot do this (Jeffy/Samson)
• Tachyons, artillery and banishers can move in reverse at 60% max speed.
• Improved Air Units manoeuvrability and lowered TurnRadius (allowing close move commands)

T1 buildings:
• Guardian, punisher, ambusher and toaster now have increased damages against ships (this was an old BA feature)
• Added Gun Platform to both factions available in T1 ship con, t2 engineer and Commander buildmenus.
• Reduced the Floating HLTs costs.
• Reduced the Torpedo Launchers costs, reload time and damages, increased their ranges to 475.
• Added Nanot Turret Platform to both factions available in amphibs, hovers, t1 construction ships and seaplanes.
• Merged the sonar and the floating radar into a floating Radar/Sonar tower with 1200 sonar range and its old radar range. Radar cost unchanged.

T1.5 Seaplanes:
• Reduced the factory's metal and energy costs
• Used the generic amphibious build menu for Construction Seaplanes
• Reduced some of the energy costs that were crazily huge.

T1.5 Amphibious lab:
• Removed Submarine from amphibious lab.

Movement:
• Uses Raw move to avoid needless turns in water
• Ships can now turn-in-place (as it did back in 2012). This allows better control on boats by being able to anticipate if the unit will slow down for the turn or keep its max speed.
• Globally, maxspeeds, accelerations, brakesrates and turnrates have been decreased for a smoother handling and better feeling of inertia. In terms of balance, this also results in ships being globally weaker to non instantaneous (non beamlasers) weapons (including each other as most ships use plasmas).

Other:
• Add SystemPrivacy=1 to springsettings.cfg to not send your system info
• Increased default player unit limit to 1500
• Renamed a lot of unit id's, so they start with arm/cor and the id fits the name
• Krogoth model scaled down (10%) and bantha model scaled up (5%) Flagships scaled up (15%)
• Some models scales have been changed in order to add a ship feeling to them (mainly longer Z-Axis)
• Arm Beamer updates its aim faster when firing
• Half the amount of critters, and smaller in size

Graphics
• All new particle/lighting effects!
• Radar/distance icons are more detailed/sharper and more various
• Projectiles/explosions/laserbeams can have lighting. 'Lighting Effects' option toggable via options widget. (default enabled)
• Added outline widget, toggable via Options (default disabled)
• Unit textures reprocessed with bigger color range and less grain
• Some units got remodeled for better looks
• More units have been given a shatter effect on death
• Bloomshader: prettier and more pronounced, added brightness slider and highlights toggle to Options
• Snow: added amount slider, map toggle and auto-reduction option to Options
• Some walking animations are improved
• Changed some missile models
• One universal tank script for the most basic tanks, which has preset animations that can be tweaked directly via unitDefs

Balance changes:
• Stumpy/Raider turnrate increased from 329/321 to 370/360
• Prevent Combomb gadget is now always active but only cancels comblast damages/reflects dgun damages when the involved commanders are both last commanders.
• The previously added feature "TargetBorder" has been disabled. It seemed to remain unstable by times and will be disabled until we are completly sure it doesnt have a negative impact on the game
• Given t2 mexes are on/off button again
• Fixed Juggernaut explosion

Unbalanced Commanders (when mo_unba is enabled):
• Fixed modrules loading error when mo_unba is enabled
• Added evolving build menus: disabled upgrademex/areamex for commanders when mo_unba is enabled
• Unit Stats: Shows Commanders' currently used Weapons, current BuildSpeed and current Level when experience is known to the user.
• Using lower values for ResourcesUse to Exp ratios, higher for ResourcesMake to Exp ratios, and a better Damages to Exp ratio.

Other:
• Added awesome new AI tuned for BA: DAI
• mo_unba = "exponly" added to allow only the health/reload/power multipliers, no different weapon upgrades
• Added widget: "Dgun no ally", will make dgun not snap to own/ally units when near
• Added widget: "Attack no ally", will make attack command not snap to own/ally units when near
• Specific Unit Loader: Hold down Alt or Ctrl and give an area load order, centered on a unit of the type to load.
• Added more detailed weapon names
• Added group move widget: avoids giving single point move commands (splits units into a small area around command)
• Advplayerlist: system tooltip shows GPU memory usage (when availible)
• Various widget and gadget performance improvements
• Allow maps to make unit mutations